About this Pack:
The Anime Into D&D series is a monthly homebrew pack
released by Blaine Simple every month on Patreon!
You're free to share this pack privately with friends and
family, but please refrain from uploading the materials
publicly online.
Balance Patches and Hotfixes
These packs regularly receive updates! Patrons can join our
public discord server and check out the
#anime-pack-updates channel for frequent balance changes
and format edits. Feel free to download the newest updated
packs as soon as you see an announcement there!
Also, if you're a patron and haven't received your special
Patreon tag on discord, please make a request in the
#claim-your-tags channel.
Thanks everyone, and look forward to the next pack coming
real soon!
Character 'Archetypes'
These are not races, classes, backgrounds, or feats. An
archetype is a special set of skills and optional traits that can
be added to an existing character at any point in the game.
Once an archetype is added to a character, it cannot be
removed. Only one Archetype can be possessed by a
character.
The Co-Captain Crew!
Aaron Saddler Felix Argyle Mackenzie Sightless Reality
Aiko FloofySorcha MisticNight sol_twitch
Alex Jordan Full Shadow Gg MonsterMae TayabaEllywick
Austin Forshey Gabriel L MrZobar The1woomy
Barnzinator Gamrlkmyfather Nicolas Smith TwistedSquidEvil
Bluetrainbandit Gerish51 Nicolo Sandrini UnigoatJJ
Chromatic Eevee Himato Orange Bandit VaderTheImpaler
Chunk Chungus Icedemon565 PapiTharpY Valravn
Cooper Henderson Iris Heart Pockieh VIDGAP BAKER
Daniel Thomas JakeTheSnake Rebecka ZKemi
Dorian Newlin Jordan koontz Scaratyl Obsidian Zomboneum
EaranMaleasi Justin Shadow1317
Elvis Strunk KillMeINC Shaun Fryer
Homebrew Testers for This Month's Pack! (Discord Group)
marshalice#1312 Ash the Violet python#2280 dukegillian#4895
beastmaster#5614 AJ El Texicano#4433 Kattzempre#1612
Specter#2375 JoBot.11#0108 Afrowalrus#5558
Race
Dragonlingragonlings are a race of dragon that have
evolved from another world. Their innate ability
to mold elemental energy and add dragon-like
features to their human appearance give them a
Dlevel of adaptability like no other. Creatures
brave enough to befriend a dragonling should be
cautious; they aren't ones to forget connections
they've made easily.
Dragonlings can possess dozens of elemental combinations,
skill sets, and appearances that cause them all to vary
drastically from each other. No two dragonlings are often
alike, with parents and siblings being the closest in terms of
features.
Ability Scores Size Speed
Str +2; Cha +1 Medium 30 ft.
Race & Languages
Your creature type is dragon, rather than humanoid. While
not in your dragon form, you are nearly indistinguishable
from a human. You can speak, read, and write Common and
Draconic.
Age
Dragonlings age both physically and mentally slower
than humans. They reach maturity at 100 and can live
to be more than 1000 years old, showing little signs of
weakness or fatigue. Death to aging can take a
dragonling when they least expect it.
Alignment
Dragonlings tend to let their emotional state decide their
alignment. A boiling mix of feelings swirls into chaos, while a
simmer can lead towards neutrality. Most dragonlings
struggle with the concept of lawfulness but can adapt if
necessary and given enough time.
Darkvision
The color of your eyes projects a light that only you can
perceive. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You
can’t discern most color in darkness, only shades of whatever
color your eyes are.
Draconic Cosmetics
You can retract or extend a pair of horns or a tail from your
body anytime during your turns. Damage dealt to these
cosmetics can damage them but deal no damage to you.
Broken cosmetics are repaired at the end of every long rest.
Elemental Surge
A destructive well of energy dwells within your core. Choose
a damage type (fire, cold, acid, poison, lightning, thunder) and
either a 15 foot cone or a 30 foot line as the area of effect.
This is your Elemental Surge and cannot be changed later.
You can activate your Dragon Form (described below) to
unleash this energy.
Dragon Form
As an action you can temporarily transform into a full dragon.
This transformation lasts for 10 minutes or until you end it as
an action. Once you use this trait, you can't use it again until
you finish a long rest.
As a dragon you gain the following features:
Size
Your size becomes large, and your weight is quadrupled. If
there isn't enough room for you to increase your size, you
must immediately activate the Adaptability trait (described
below).
Wings
You grow a pair of wings, granting a flying speed of 50 feet.
Your wings require at least a 20 foot radius of free space to
fly.
Natural Weapons
You possess a row of sharp teeth and powerful claws which
can replace your unarmed strikes, dealing 1d6 + your
Strength modifier slashing (claws) or piercing (bite)
damage.
Natural Focus
You can cast spells without requiring a focus.
Natural Armor & Equipment
You choose whether your equipment falls to the ground in
your space, merges into your dragon form, or is worn by it.
Worn equipment functions as normal, but the DM decides
whether it is practical for the dragon form to wear a piece of
equipment, based on the size.
If you are not wearing armor, your AC becomes 13 + your
dexterity modifier.
Breath Weapon
You can unleash your Elemental Surge originating from you
and cause creatures within range to make a Dexterity saving
throw. The DC for this save equals 8 + your Constitution
modifier + your proficiency bonus.
A creature takes 2d6 damage on a failed save, and half as
much damage on a successful one. The damage increases to
3d6 at 6th level, and 4d6 at 11th level.
You can unleash your breath weapon a number of times equal
to half your level (rounded up) each time you transform.
Adaptability
You can choose not to fully transform into a dragon before
activating your Dragon Form trait.
If you do so, your size doesn't change, you don't gain natural
armor, and you continue to appear mostly as your
untransformed self.
All other features from transforming, such as your wings,
natural weapons, natural focus, and breath weapon still
apply. Your fingers become claws, your teeth sharpen, and a
pair of wings stretch out from your back that require at least
a 5 foot radius of free space to fly.
Character Archetype
Chuunibyouhuunibyous value an innate power they possess
that makes them unique. Whether it truly exists
or not is up for debate, but Chuunibyous believe
they're different than others due to this natural
Cgift.
Their dedication to stay in character, impress
others, and keep a drastically different
appearance from everyone else causes them to stand out in a
crowd.
Ability Scores
Charisma: +1 (Cannot exceed 20)
Any 1 ability modifier with a score of 11 or higher: -1
(Ability) Playing the Part:
You can showcase a glimpse of your power during a
performance, bolstering the believability and emphasis of
your act.
You can add an extra 1d4 to any Charisma (performance)
check you make.
(Forced Ability) Doubtful:
Any creature who's spent longer than 10 minutes in your
presence within a single day has advantage on Wisdom
(insight) checks made against you for the next 24 hours.
Failing a Charisma (performance) check immediately
activates this trait on every creature that can perceive you.
Optional Personality Traits:
The powers I claim to possess are as much a part of my
personality as anything else.
I fabricate unbelievable stories for others to make myself seem
cooler.
I speak in a fast, complicated, or made up dialogue that
demands people pay attention to understand.
Optional Flaws:
Calling me out for being a pretender or a joke is the fastest
way to break my spirit.
Every challenge is a chance to showcase my strongest power.
I can't take part in any encounter before I've performed a
dramatic introduction.
Feat Full Cowl (2nd Time Chosen)
One For All You've gained a steadier hand at using your strength over a
longer period of time. At the start of your turn you can choose
"You've finally grown worthy of an ancient power possessed to activate this feat, providing an overall boost to your
by a generation of ancient heroes. Their strength now flows maneuverability and strength for 1 minute or until you gain
through you, transforming your powers if you choose to any levels of exhaustion:
accept it."
Your jumping distance doubles
One For All gets stronger the more times you gain this feat. You gain advantage on Strength (athletics) checks.
You can choose this feat multiple times if you forgo an ability Once per turn, you can deal an extra 1d4 bludgeoning,
score increase, with the maximum being 3. piercing, or slashing damage on a single attack you make
that uses strength.
Strength of Generations (1st Time Once you activate Full Cowl, you can't do so again until you
Chosen) finish a long rest.
You can place 100% of your power into a single devastating Tireless (3rd Time Chosen)
strike. You can cause one attack you successfully hit to
immediately crit; afterwards, you gain 2 levels of exhaustion. Even after unleashing tremendous power, pure adrenaline
Once you activate this feat, you can't use it again until you keeps you going. You only gain 1 level of exhaustion after
finish a long rest. using your Strength of Generations feature, and Full Cowl
can now be used once every short or long rest.